Administrative AI [Now with Civics!]

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Author: Irbynx

Last revision: 5 Aug, 2019 at 08:57 UTC (8)

File size: 299.01 KB

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Description:

ADMINISTRATIVE ARTIFICIAL INTELLIGENCE 1.0: CIVICS UPDATE!

Updated with several new civics, ruler levelling changes and other nifty features! Civics now include 2 Total War capable civics and a civic that enables megacorp gameplay for your robotic administrators!

LeGuin 2.3 Compatible

For all of you who wanted robots with ethics or rogue servitors with less rogue in them or just robots that can live with organics without mid to late game research and ascensions.

Features:

* A new authority: Administrative AI
* This authority replaces the Ruler and Governors with special Administrative Robots! They share their level with the Ruler, since they are just Avatars for it but they also don’t have personal traits, however…
* You can upgrade the leaders! Every time the Ruler will gain a level, you’d be able to improve them with a special project that lets you select a special trait for each leader type (2 for each).
* Ruler jobs are taken by robots under this Authority.
* You can select the level of integration you want to have with your AI via a policy called "Integration Level", which will change whenever you want your Scientists, Admirals or Generals to also be replaced with Robotic Administrators.
* Special leader types (Curators, Marauders, Horizon Signal and Leviathans leaders) will not be changed and will remain in their fully unique glory within your empire.
* Robotic Administrators don’t suffer from mortality issues but they lack random traits initially and thus might not be fully optimal in the early game.
* Administrative AI government type comes with it’s own Government names and AI personality names and it can be reformed from and to and it also can be installed in other empires via a liberation war!

Civics:

* Trade Engine: Enables Megacorp gameplay, letting you build branch offices on onther planets. A special branch office building also allows Trade Engine to provide its special jobs provided by its civics to the hosts of the branch offices, letting you share your unique bonuses!
* Anti-Biocratic: An Administrative AI that is opposed to the rule of organics to its core. Gains total war CB and relationship penalty towards any empire that has organic ruling class (which means that Gestalts, Synthetics and Administrative AI empires are not targets of this CB)
* Terror Engine: A horrifying machine that terrorizes its populace. Provides massive happiness penalties to those that live within but gains special ruler jobs that increase stability greatly. Gains a total war CB towards everyone, alongside a hefty relationship penalty.
* And 10 more other civics!

Vanilla Replacement:

Unlike in previous version, which was fully capable of supporting this mod without vanilla file changes, LeGuin has a minor change I had to perform in scripted_triggers (ruler_job_check_trigger). As such, anything that replaces this trigger may cause this mod to behave in weird ways.

In addition to that, to make a megacorp civic, I had to replace several lines in game_rules.txt relating to megacorp. Unofficial Hive DLC: Forgotten Queens has explicit compatibility with this mod in spite of similar overrides.

Known Issues:

* Due to how Stellaris handles leader traits, I wasn’t able to make sure that it removes all of them from the leaders when they "exist", so your various leaders (most notably admirals and scientists) might gain traits that they weren’t supposed to get.
* Also because of that, I wasn’t able to make leader pools satisfactory as well. They will hopefully properly change the species but the traits shown will not be actual traits you’d be getting.
* At the start of the game and every time the integration level changes, the leaders are unselected from their positions. I might have a fix for that soon, however.
* Some minor awkwardness in text of various events and anomalies in terms of immersion.
* No special diplomatic responses from/to AAI; due to the sheer size of the files and the amount of lines required to be made, I had to avoid doing them due to the limited time I could spend on this mod.